Street Fighter 6
Frame Data Search
across all characters

Contact us:
Target Street Fighter 6 version : Ver.1.0901.000
You can search frame data of each character's moves in Street Fighter 6 (SF6) across all characters.
The search is automatically performed when you change the search conditions.
(Update History)
 
   
         
⚠ The table can display up to 10 rows at a time. The bar chart will reflect the total number of rows under the conditions.
Click each “Move Name” or the motion thumbnail for more information and frame-by-frame motion animation of the move
CharacterMove NameStart-upRecoveryhitBlockAdditional
A.K.I Drive Parry MPMK
motion
0 / 10,000
0 / 60,000
Frame Active : [*2] 1-12
Cancel : *1
Damage : 0
Drive Gauge Increase Hit : 0
Drive Gauge Decrease Block : 0
Drive Gauge Decrease Punish Counter : 0
Properties : -
1 33 - - -
A.K.I Perfect Parry (strike) MPMK
motion
0 / 10,000
  / 60,000
Frame Active :  
Cancel : -
Damage : 0
Drive Gauge Increase Hit :  
Drive Gauge Decrease Block :  
Drive Gauge Decrease Punish Counter :  
Properties : -
1 1 - - -
A.K.I Perfect Parry (projectile) MPMK
motion
0 / 10,000
  / 60,000
Frame Active :  
Cancel : -
Damage : 0
Drive Gauge Increase Hit :  
Drive Gauge Decrease Block :  
Drive Gauge Decrease Punish Counter :  
Properties : -
1 10 - - -
Blanka Rolling Cannon (During Lightning Beast)(When performing a rolling-type special move, press any direction) ✚P
motion
400 / 10,000
1,000 / 60,000
Frame Active : 3-27
Cancel : -
Damage : 400
Drive Gauge Increase Hit : 1000
Drive Gauge Decrease Block : -1000
Drive Gauge Decrease Punish Counter : -2000
Properties : High
3 ... D - -
Blanka Drive Parry MPMK
motion
0 / 10,000
0 / 60,000
Frame Active : [*2] 1-12
Cancel : *1
Damage : 0
Drive Gauge Increase Hit : 0
Drive Gauge Decrease Block : 0
Drive Gauge Decrease Punish Counter : 0
Properties : -
1 33 - - -
Blanka Perfect Parry (strike) MPMK
motion
0 / 10,000
- / 60,000
Frame Active : -
Cancel : -
Damage : 0
Drive Gauge Increase Hit : -
Drive Gauge Decrease Block : -
Drive Gauge Decrease Punish Counter : -
Properties : -
1 1 - - -
Blanka Perfect Parry (projectile) MPMK
motion
0 / 10,000
- / 60,000
Frame Active : -
Cancel : -
Damage : 0
Drive Gauge Increase Hit : -
Drive Gauge Decrease Block : -
Drive Gauge Decrease Punish Counter : -
Properties : -
1 10 - - -
Cammy Drive Parry MPMK
motion
0 / 10,000
0 / 60,000
Frame Active : [*2] 1-12
Cancel : *1
Damage : 0
Drive Gauge Increase Hit : 0
Drive Gauge Decrease Block : 0
Drive Gauge Decrease Punish Counter : 0
Properties : -
1 33 - - -
Cammy Perfect Parry (strike) MPMK
motion
0 / 10,000
- / 60,000
Frame Active : -
Cancel : -
Damage : 0
Drive Gauge Increase Hit : -
Drive Gauge Decrease Block : -
Drive Gauge Decrease Punish Counter : -
Properties : -
1 1 - - -
Cammy Perfect Parry (projectile) MPMK
motion
0 / 10,000
- / 60,000
Frame Active : -
Cancel : -
Damage : 0
Drive Gauge Increase Hit : -
Drive Gauge Decrease Block : -
Drive Gauge Decrease Punish Counter : -
Properties : -
1 10 - - -
Next




Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : A.K.I
[01] Move Name : Drive Parry
[02] Frame Start-up : 1
[03] Frame Active : [*2] 1-12
[04] Frame Recovery : 33
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : *1
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
*1 Can be canceled from the 4th frame via Drive Rush*2 Parry hitbox is extended for as long as the buttons are heldOnly blocks can be performed during the recovery periodAlways in Punish Counter state during execution.

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : A.K.I
[01] Move Name : Perfect Parry (strike)
[02] Frame Start-up : 1
[03] Frame Active :  
[04] Frame Recovery : 1
[05] Recovery Hit :  
[06] Recovery Block :  
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit :  
[11] Drive Gauge Decrease Block :  
[12] Drive Gauge Decrease Punish Counter :  
[13] Super Art Gauge Increase :  
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frameFully invincible for 5 frames once recovery is over (invincibility not granted if you continue the parry)The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : A.K.I
[01] Move Name : Perfect Parry (projectile)
[02] Frame Start-up : 1
[03] Frame Active :  
[04] Frame Recovery : 10
[05] Recovery Hit :  
[06] Recovery Block :  
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit :  
[11] Drive Gauge Decrease Block :  
[12] Drive Gauge Decrease Punish Counter :  
[13] Super Art Gauge Increase :  
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frameNo screen freeze occurs.The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Blanka
[01] Move Name : Rolling Cannon
[02] Frame Start-up : 3
[03] Frame Active : 3-27
[04] Frame Recovery : 9 frames of recovery upon landing
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -1000
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Can transition into any Rolling-style attack a maximum of 3 times

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Blanka
[01] Move Name : Drive Parry
[02] Frame Start-up : 1
[03] Frame Active : [*2] 1-12
[04] Frame Recovery : 33
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : *1
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
*1 Can be canceled from the 4th frame via Drive Rush*2 Parry hitbox is extended for as long as the buttons are heldOnly blocks can be performed during the recovery periodAlways in Punish Counter state during execution.

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Blanka
[01] Move Name : Perfect Parry (strike)
[02] Frame Start-up : 1
[03] Frame Active : -
[04] Frame Recovery : 1
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit : -
[11] Drive Gauge Decrease Block : -
[12] Drive Gauge Decrease Punish Counter : -
[13] Super Art Gauge Increase : -
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frameFully invincible for 5 frames once recovery is over (invincibility not granted if you continue the parry)The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Blanka
[01] Move Name : Perfect Parry (projectile)
[02] Frame Start-up : 1
[03] Frame Active : -
[04] Frame Recovery : 10
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit : -
[11] Drive Gauge Decrease Block : -
[12] Drive Gauge Decrease Punish Counter : -
[13] Super Art Gauge Increase : -
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frameNo screen freeze occurs.The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Cammy
[01] Move Name : Drive Parry
[02] Frame Start-up : 1
[03] Frame Active : [*2] 1-12
[04] Frame Recovery : 33
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : *1
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
*1 Can be canceled from the 4th frame via Drive Rush*2 Parry hitbox is extended for as long as the buttons are heldOnly blocks can be performed during the recovery periodAlways in Punish Counter state during execution.

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Cammy
[01] Move Name : Perfect Parry (strike)
[02] Frame Start-up : 1
[03] Frame Active : -
[04] Frame Recovery : 1
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit : -
[11] Drive Gauge Decrease Block : -
[12] Drive Gauge Decrease Punish Counter : -
[13] Super Art Gauge Increase : -
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frameFully invincible for 5 frames once recovery is over (invincibility not granted if you continue the parry)The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Cammy
[01] Move Name : Perfect Parry (projectile)
[02] Frame Start-up : 1
[03] Frame Active : -
[04] Frame Recovery : 10
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit : -
[11] Drive Gauge Decrease Block : -
[12] Drive Gauge Decrease Punish Counter : -
[13] Super Art Gauge Increase : -
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frameNo screen freeze occurs.The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished